Author Topic: A build (or three) for every weapon (Dominating approved)  (Read 7527 times)

Eidein

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« Last Edit: May 19, 2025, 02:09:41 pm by Eidein »

Antalos

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #1 on: May 19, 2025, 10:37:08 pm »
As soon as I saw the fistfight build on the theme of domination, I immediately knew that you live this game and are serious xD
Seriously, thanks for your work!
A person's destiny is determined by what he thinks about himself.

Eidein

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #2 on: May 20, 2025, 02:02:37 pm »
Fists are pretty strong, something like hammer is a true test of will.

Zonermaxxer

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #3 on: June 19, 2025, 11:34:24 am »
I didn't think of making builds bellow 6 intelligence, even for guns. Seeing most of your tank builds feature 4 is eye-opening. Return to monkey, pump Will, I guess.

I have a couple questions:

1. Is it possible to get total immunity to damage types between Morphine, Aegis, Stoicism, Conditioning, etc.?

2. Is Iron Will a bad feat? 7 Will tank builds don't feature it.

3. How do you level lockpicking? How to determine how much is enough for my build?
« Last Edit: June 19, 2025, 12:34:30 pm by Zonermaxxer »

Eidein

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #4 on: June 19, 2025, 04:32:53 pm »
I didn't think of making builds bellow 6 intelligence, even for guns. Seeing most of your tank builds feature 4 is eye-opening. Return to monkey, pump Will, I guess.

I have a couple questions:

1. Is it possible to get total immunity to damage types between Morphine, Aegis, Stoicism, Conditioning, etc.?

2. Is Iron Will a bad feat? 7 Will tank builds don't feature it.

3. How do you level lockpicking? How to determine how much is enough for my build?

Yeah 3 int is my goto on gun builds, melee needs 5 for cheapshots and expose, and psi needs 6-8 for premeditation or psychoneuralflex respectively.

I've beaten a Dom run without dying using 3 int its very strong to have 2-3 more base points to spend.

1. Yes you can become immune to all damage types except mechanical damage, mechanical damage is hard capped at 90% reduction.

2. Yes Iron Willed is a bad feat, I wont go into the maths and whatever but Resolve almost doesnt do anything.

3. Usually if my build doesnt have above say 6+ dex I will just keep lockpicking at 35-40 for opening vents, otherwise I would say 70-90 ish would be a good stopping point. Lockpicking generally isnt valuable at all, pickpocketing gives much more including better oddities. No oddities are locked behind lockpicking you cant get elsewhere. Hacking is important because of consoles.
« Last Edit: June 19, 2025, 04:41:46 pm by Eidein »

Zonermaxxer

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #5 on: June 19, 2025, 06:05:22 pm »
Thanks, man. Keep on dominatin'

Eidein

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #6 on: June 19, 2025, 10:57:48 pm »
Cheers!

Zonermaxxer

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #7 on: June 21, 2025, 09:45:06 am »
Another one: Why pair sniper rifle with SMG on your Ironman build?

I see why snipers benefit from a sidearm, but why SMG in particular and not, say, firearm or energy pistols?

Eidein

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #8 on: June 21, 2025, 06:59:40 pm »
Another one: Why pair sniper rifle with SMG on your Ironman build?

I see why snipers benefit from a sidearm, but why SMG in particular and not, say, firearm or energy pistols?

They complement each other well, multi target burst paired with single target 1 shots. You could pair it with regular pistols or an assault rifle but then that completely overshadows the sniper.

If you had firearm pistols (arguably the strongest weapon in the game) why would you even need the sniper? They operate at roughly the same range and pistols 1 shot everything, contrary to the smg.

Smg can also do cool things with sniper like incendiary ammo for the 8.6 procing ambush and fears or moving down lots of shitty enemies. Needing dex for strafe means you can stick only a couple more stat points into dex to bring down the ap of the smg by a decent amount.

TLDR: The weapons dont overshadow each other, and complement each others weaknesses unlike pistol which has none.

Zonermaxxer

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #9 on: June 21, 2025, 07:16:05 pm »
Not closely familiar with power levels in this game, but when you explain it like that it makes sense. Definitely trying out that build in the future, looks fun and versatile.

Eidein

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #10 on: June 21, 2025, 09:01:26 pm »
Not closely familiar with power levels in this game, but when you explain it like that it makes sense. Definitely trying out that build in the future, looks fun and versatile.

Was the first build I beat dom on without dying, no traps, no psi, no gas, no reloading.

Had a blast and would consider it one of my favourite builds now.

Zonermaxxer

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #11 on: June 26, 2025, 02:10:48 am »
My barrage of questions continues. On sniper builds, considering you max stealth, isn't specing Snipe ability an overkill? Is it for cool nonspoilerboss one-shot?Or geniunely uselful?

Eidein

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #12 on: June 26, 2025, 09:53:50 am »
My barrage of questions continues. On sniper builds, considering you max stealth, isn't specing Snipe ability an overkill? Is it for cool nonspoilerboss one-shot?Or geniunely uselful?

Its the last spec you do but yes id say its useful. No other good specs anyways past both shooting spree ones on smg/sniper this gives you the most value.

Vokial

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #13 on: June 28, 2025, 04:54:04 pm »
My barrage of questions continues. On sniper builds, considering you max stealth, isn't specing Snipe ability an overkill? Is it for cool nonspoilerboss one-shot?Or geniunely uselful?
Stealth should be maxed even for the sake of sneaking conveniently. And make sure to take Interloper. For a sniper, there are so many benefits as well, like Snipe damage or Ambush crit chance.
Ambush is the easiest to trigger with a sniper due to having the best range, meaning that you are free to choose your vantage point and pick any dark area on the given map as long as you have visual on the target. Ambush also works with single shot weapons, so not with bursts.

I would advise against using SMG's with a sniper as they need you to be close to burst effectively (which you can also use your rifle too anyway) and they won't work with Ambush either. Need high DEX and most importantly - a sidearm should not be used for dealing damage. You already have a rifle and most importantly - WHENEVER you can use your rifle, you SHOULD. It is your best interest to make the kills with your rifle, thus always lower the Aim Shot + Shooting Spree cooldown. That's why using another weapon for damage actually works AGAINST you. A sidearm should provide utility at best and you should aim for cooldown reduction with Tranquility boosted, Future Oriented Temporal Increments and of course maximizing rifle shots.

The PISTOL is the only sidearm that kinda makes sense here. With raising DEX from the necessary 5 (for Strafe) to 7, you can have Gunslinger in exchange for Paranoia that gives +5 Initiative and lowers your AP cost with the handgun. Then by taking Kneecap Shot, you have another cheap and effective CC ability to stop incoming melee enemies and maintain distance. With 7 DEX, you can also grab Quick Tinkering - another handy ability and boost your Traps skill (enemies can circle around your Bear Trap otherwise). Take Trap Expert as well.
For me, it's either this route with a sniper (Traps + Pistol for kneecap shots and initiative) or the very potent psi-sniper (https://stygiansoftware.com/forums/index.php?topic=10837.0).

Eidein

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Re: A build (or three) for every weapon (Dominating approved)
« Reply #14 on: Today at 04:51:09 am »
My barrage of questions continues. On sniper builds, considering you max stealth, isn't specing Snipe ability an overkill? Is it for cool nonspoilerboss one-shot?Or geniunely uselful?
Stealth should be maxed even for the sake of sneaking conveniently. And make sure to take Interloper. For a sniper, there are so many benefits as well, like Snipe damage or Ambush crit chance.
Ambush is the easiest to trigger with a sniper due to having the best range, meaning that you are free to choose your vantage point and pick any dark area on the given map as long as you have visual on the target. Ambush also works with single shot weapons, so not with bursts.

I would advise against using SMG's with a sniper as they need you to be close to burst effectively (which you can also use your rifle too anyway) and they won't work with Ambush either. Need high DEX and most importantly - a sidearm should not be used for dealing damage. You already have a rifle and most importantly - WHENEVER you can use your rifle, you SHOULD. It is your best interest to make the kills with your rifle, thus always lower the Aim Shot + Shooting Spree cooldown. That's why using another weapon for damage actually works AGAINST you. A sidearm should provide utility at best and you should aim for cooldown reduction with Tranquility boosted, Future Oriented Temporal Increments and of course maximizing rifle shots.

The PISTOL is the only sidearm that kinda makes sense here. With raising DEX from the necessary 5 (for Strafe) to 7, you can have Gunslinger in exchange for Paranoia that gives +5 Initiative and lowers your AP cost with the handgun. Then by taking Kneecap Shot, you have another cheap and effective CC ability to stop incoming melee enemies and maintain distance. With 7 DEX, you can also grab Quick Tinkering - another handy ability and boost your Traps skill (enemies can circle around your Bear Trap otherwise). Take Trap Expert as well.
For me, it's either this route with a sniper (Traps + Pistol for kneecap shots and initiative) or the very potent psi-sniper (https://stygiansoftware.com/forums/index.php?topic=10837.0).

Its a Psiless build, and its perfect.

Its field tested with a successful ironman attempt with very strict rules. The SMG complements the Sniper weakness it doesn't work against it. Pistol Sidearm makes zero sense, they overlap way too much, and it will completely overshadow sniper if given the chance.

The SMG/Sniper build already takes all the shooting spree feats and always opens combat with a round of sniper shots. But once Snipe, Aimed shot, and the 2 ambush crits shots are over you will probably end up fighting semi close range against some enemies.

Take your Traps, TM, Pistol, nonsense elsewhere! We psiless trapless up in here.

For reference here is the ironman of SMG/Sniper

https://youtu.be/vWtdnz4Tnik
« Last Edit: Today at 04:58:57 am by Eidein »